Sinperium

Sinperium

Joined Last seen Member # 4002966
50 Posts 1,407 Replies 36,180 Reputation

Yeah...money is the root of much evil. you can't sell a game through or to a company today unless you are a design house, were given an outline of "elements" they want in it and do it to their spec. Selling your own as an independent is the only way to make a really good game and release it unless you are connected.

52 Replies 139,621 Views

That's really the issue with most games--simplification IS the standard but when you simplify at the expense of depth and strategy, it's structure without the purpose. The trick is to come up with a UNIQUE way to simplify that adds sparkle and distinctiveness without bogging down play. Back in the day of board game simulations, players often made really poor deigners becasue they wanted to add in so much they lost the fun of it. I actually had a patent for a game and ran

52 Replies 139,621 Views

[quote who="Kitkun" reply="49" id="2899997"]The whole point of the new AI types was to cheat a whole lot more. [/quote] I kinda figured that out myself when I saw, "viscious", "cruel" and "unfair". There aren't many (any) games where the AI out-thinks you. Though once in awhile the Sins AI is brilliant and sparkles. On a diverging note, one thing I have noticed is the AI player spots syncing attacks with the pirates as if they were coordinating directly.

57 Replies 49,338 Views

Thanks for the links--didn't even know about rick's--great site. I was bummed when I got to end of his list. My first modest mod effort blew up in my face last night--the game actually ran but my modding did absolutely nada. Trying to figure out how to daisy chain those darn ability/buff conditions...YEARGH!

18 Replies 14,148 Views

One day SkyNet will play with us and our AI problems will be solved. The AI has to cheat...just the way it is. Did you see anything "fair" in Terminator?

57 Replies 49,338 Views

I just dump a ton of starting cash on--problem solved, no mod required--but the extra resource mod is in the official mod downloads--though I think it may be pretty dated (i.e., not Diplomacy compatible).

18 Replies 14,148 Views

Tell us how it plays--it's very interesting. How does the AI handle it? I solo a lot and am happy to beta it for you for feedback if you need. Is it stackable with other mods?

10 Replies 3,615 Views

Perhaps what's needed is a flak platform. It could have an ability that gives a de-buff to enemy strikecraft in the gravity well (a greater one to bombers). Make each flak platfrom's effect cumulative (stackable) and you could still use traditional flak ships and abilities but also reduce the effects of invading strikecraft. This is similar to my suggestion for siege frigates to have cumulative buffs for one another within a certain distance. I'm sure their is a pr

716 Replies 1,638,294 Views

I've played all setting on max quality for the beta with 10 player solo games running over 4 hours in length. No stuttering at all with the exception of a split second pause now and then when autosaved. The current beta also loads and shuts down at least 20% faster for me as a rough calculation. Windows 7, dual core Athlon here with an average 1gig ddr5 single PCIe graphics card.

716 Replies 1,638,294 Views

Ok--I laughed so hard at this I cried. It's an exerpt from a Tamil made Bollywood style film titled, Enthiran that combines I Robot, The Matrix and Terminato r elements. Was a huge hit when released. Now you know what the Vasari are running from ;) I'm really hoping this is on Netflix. Here's the Youtube vid: <param name="movie" value="http://www.y

691 Replies 2,354,054 Views

You know that fleet admiral concept could be developed as a planetary bonus to all ships in a system--the more advanced the "command level" of the planet, the greater the effect. It would make you not want to lose your planet if it was set up right. Would be awesome if it could be tied to destroyed enemies in system (and even better if asigned to a cap).

181 Replies 541,655 Views